TW-F2Y-2S “Windrider” Sea Dart Techno-Wizard Fighter:

The Convair YF2Y-1 was one of the the most interesting concepts ever
built. It was designed as a supersonic fighter which could take off from
the surface of the water. The fighter was very futuristic looking with
a delta-wing configuration which was rare when this plane was developed.
At the time that the plane was developed, the United States navy had no
confidence in the ability of carriers to embark large supersonic aircraft.
As well, there was the concept of these fighters operating from submersible
carriers and some partial plans were drawn up. The sea plane had many problems
including takeoffs on rough water. As well, one of the prototypes disintegrated
in mid-air when it was pushed passed its safety margin. Eventually, the
Navy lost interest in the seaborne fighter and the program was canceled.
At the same time, the Navy was able to solve their problems with jet fighters
operating from carriers. All four seaborne fighters eventually found their
way into museums where they sat for decades, little more than an interesting
footnote.

It could be said that techno-wizards will follow just about any tangent.
It is believed that the plane which had been housed in Willow Grove Pennsylvania
survived the coming of the Rifts at least partially intact and was discovered
by a techno-wizard. The fighter was in too poor a shape to actually be
rebuilt but the techno-wizard decided to use the plane for a basis for
a new design. Even with the huge amount of knowledge lost with the coming
of the Rifts, the technology of jet design is far in advance of what it
had been when the Sea Dart was first developed and the Techno-Wizard fighter
can only be considered a new fighter even though it shares the same dimensions.
So far only a handful of these fighters have been built but there is much
interest in the sea fighter and there are several customers who have already
ordered these aircraft. With the lack of airfields, even with the proliferation
of VTOL aircraft, there is much renewed interest in seaplane type designs.
As well, there is considerable interest in submersible designs which can
launcher fighters and the Sea Dart fits that bill quite nicely. One disadvantage
of the design is its cost compared to other techno-wizard designs. The
fighter is expensive costing over twice what more conventional propeller
driven “Windrider” aircraft of around the same size.

The physical appearance is close to that of the original delta-winged
Sea Dart but there are obvious differences when the fighter is looked at
closely. The most obvious is that the fighter has twin canards on either
side of the cockpit. Other visible changes include the twin engines which
extend slightly from the rear of the fuselage and the fighter can vector
its thrust as a result. The fighter also has a single large ski which can
be retracted from the fuselage. Without using enchantments, the fighter
can take off from sea conditions of up to six to ten feet. A special computer
controlled pistol helps to keep the fighter steady on takeoff and landing.
While not ski-borne, the fighter floats in the water like a boat. There
are far more changes in the design which are not visible. These include
the fact that the engines are far more powerful than the most powerful
engine possible in the Nineteen-Fifties and are fusion powered for virtually
unlimited range. Top speed with the engines is almost Mach 1.5 compared
to the original Sea Dart being just barely able to beat Mach 1 in a shallow
dive. The flight system of the fighter is a triple redundant fly-by-wire
system which is computer controlled. This flight system combined with the
vectored thrusters and the front canards makes for an incredibly maneuverable
aircraft. As with many techno-wizard aircraft, the cockpit is designed
to look like the original fighter although can be configured to many different
styles due to being special holographic systems. The fighter mounts a full
range of sensors and electronics including long range radar and a powerful
full range jamming system. These systems are generally equal to those mounted
on advanced Rifts fighters including those of the Coalition. Of course,
the sea launched fighter is constructed from incredibly high strength alloys
and composites and can withstand incredible damage compared to the original
Sea Dart prototypes.

The enchantments on the fighter should not be ignored and are what make
the Sea Dart truly an outstanding fighter. The fighter produces a magical
“Whirlwind” around the fighter and behind it. Using just the “Whirlwind”
flight system, the Sea Dart can reach of up to 120 mph although the magical
flight system is rarely used by itself. One disadvantage of the flight
system is that it is rather noisy compared to telekinetic flight system
although it is not limited to ley lines. Other aircraft caught in the vortex
often lose control and are virtually always knocked off course. The vortex
also cause light damage to aircraft and missiles are usually destroyed.
As well, pilots commonly use the vortex as a carpet attack against the
ground. The whirlwind surrounding the aircraft is less powerful than the
vortex but still offers protection to the Sea Dart. The “Whirlwind” can
be combined with the aircraft's normal flight system to increase the aircraft's
top speed and with the flight system and the Whirlwind, the fighter can
achieve greater than Mach 1.5. One special advantage of the “Whirlwind”
is that it acts to flatten the water where the fighter is landing and allows
for landing in virtually any conditions. The special focused storm of the
“Whirlwind” Sea Dart is produced by a lesser air elemental which is merged
with the aircraft in a similar manner to the “Wildstorm” Techno-Wizard
fighters. The elemental also allows the flight of the plane to almost be
instinctive compared to more conventional aircraft. Like the “Wildstorm”
fighters, if the aircraft is destroyed, the elemental will simply go back
to its home plane and not attack anyone in the area.

The original Sea Dart was to have been armed with four 20 mm cannons
and a pack of folding fin rockets although none of the prototypes where
ever armed. The techno-wizard version of the Sea Dart is definitely armed
with two telekinetic machine guns and two lightning blasters as the fighters
main weaponry. The lightning blasters are mounted under the canards while
the telekinetic machine guns are mounted in the fighter’s wing roots. The
fighter mounts additional weaponry but the “Whirlwind” which the fighter
usually generates interferes with them. The constantly shifting winds knock
all ordnance off course even if they are not detonated by the magical storm.
A retractable mini-missile pod is mounted on either side of the fighter
behind the cockpit. In addition, the fighter has four hard points which
are partially recessed into the wings. These can be used for mini-missile
pods which are specially designed to be able to be submerged. Mini-Torpedoes
can be fired from the pods as well. As well, missiles can be carried but
they need to be designed to be submerged as well. Torpedoes can be substituted
as well. One problem is that all of the wing mounted ordnance is underwater
and the plane must be pulled from the water to be reloaded.

Notes:[1] These are small and difficult targets to strike, requiring the
attacker to make a “called shot;” but even then the attacker is -4 to strike.
[2] Destroying one or both Canard Wings will result in reducing bonuses
to strike, dodge, and initiative by 4 and giving a -20% penalty to piloting
the aircraft.
[3] Destroying a wing will cause the plane to crash
[4] Destruction of rudders will still allow the fighter to be controlled
by the varying of power levels of the engines but the fighter has a penalty
of -10 to dodge, and a -30% penalty to all piloting rolls.
[5] The destruction of one engine will reduce the fighter’s top speed
by half and give the pilot a -2 penalty to dodge as well as giving a -15%
penalty to piloting. Destruction of both engines will cause the aircraft
to crash. Pilot may attempt an emergency landing or pilot can choose to
eject.
[6] Depleting the M.D.C. of the main body will shut the aircraft down
completely, rendering it useless and causing it to crash if in flight.
Damage to the main body will also reduce the aircraft's stealth, for every
10% of damage to the main body, reduce the aircraft's stealth by 10% of
its total.

Speed:Land, Driving: Cannot be driven on the ground, must use a special
wheeled dolly to be moved around on land. Cannot take off from land, can
only take off from the water.
Water, Surface Travel: Can Float on the surface or can travel
as a hydrofoil on the surface of the water with a top speed of 160 mph
(257.5 kph / 139 knots) using jet thrusters only, 80 mph (129 kph / 69.5
knots) using magical “Whirlwind” propulsion system, and 200 mph (322 kph
/ 174 knots)
Flying: Mach 1.48 (1,097.4 mph / 1,766 kph / 952.9 knots) with
a maximum altitude of about 60,000 feet (18,288 meters). using jet propelled
flight. When the fighter is carrying ordnance on its external hard points,
the fighter has a top speed of Mach 1.25 (928.8 mph / 1,491.6 kph / 804.8
knots.) Using magical “Whirlwind” flight system, top speed is 120 mph (193.1
kph / 104.2 knots.) Both flight systems can be combined, giving the Techno-Wizard
Sea Dart a top speed of Mach 1.56 (1,156.6 mph / 1,861.5 kph / 1004.4 knots)
when not carrying external ordnance and Mach 1.33 (986.1 mph / 1,587 kph
/ 856.4 knots) when loaded with external ordnance.
Maximum Effective Range: The “Stormrider” Sea Dart will overheat after twelve
hours of continual use using jet engines. Occasional rest stops every 4
to 6 hours, giving the engines an hour to cool down, will allow the aircraft
to travel indefinitely. Effective unlimited on “Whirlwind” flight system.

T.K. Machine-Guns (2): Mounted on the wing roots of the fighter.
They are enchanted by a series of spells so the cannon acts as a more powerful
version of the T.K. Machine-gun. This increases the weapon's damage and
instead of being reloaded, the cannon must be recharged by the spell Telekinesis
and 100 P.P.E. once per month. The cannon does full damage to targets that
are impervious to energy and can be fired through the “Whirlwind” field.
Weapon can be combined with the Lightning Blasters.
Maximum Effective Range: 4,000 feet (1,220 meters).
Mega Damage: 2D6x10+10 for both cannons or 12D6 for one (Combined
with Lightning Blasters for a Maximum Total of 3D6x10+30)
Rate of Fire: Equal to the combined hand to hand attacks of
the pilot (usually 4 or 5).
Payload: Unlimited, although the spells must be renewed every
month whether the cannon have been used or not.

Two (2) Heavy Lightning Blasters: Mounted under the fighter’s
canards. Both of the lightning blasters can be fired together. No matter
how many cannons are fired together, it counts as one attack. They can
also be combined with the T.K. Machine-Gun. The lightning blasters have
a slightly better range and have an unlimited payload compared to hand
held lightning blasters. The weapon pulls its energy from the air elemental
and does not need to be recharged. Lightning blasters can be fired while
the electrical field is active.
Maximum Effective Range: 4,000 feet (1,220 meters).
Mega Damage: 1D4x10+10 per electrical blaster and 2D4x10+20
for all four blasters firing simultaneously (Counts as one attack - Combined
with T.K. Machine-Gun for a Maximum Total of 3D6x10+30)
Rate of Fire: Equal to the combined hand to hand attacks of
the pilot (usually 4 or 5).
Payload: Effectively Unlimited.

Mini-Missile / Mini-Torpedo Launchers (2): A small mini-missile
launcher is mounted on either side of the fighter behind the cockpit. When
a missile or torpedo is launched, they are launched to the side to clear
the propellers. The launchers can be retractable to reduce the craft's
drag. Launcher can use both mini-missiles and mini-torpedoes. This weapon
is mostly used against enemy aircraft, missile volleys, and other aerial
opponents, or on strafing runs against troops and other ground targets.
The weapon has potentially a much larger punch than the telekinetic machine-guns.
Ordnance (mini-missiles) cannot be fired / dropped while the “Whirlwind”
field is active.
Maximum Effective Range: Varies with missile or torpedo types,
mini-missiles or mini-torpedo only (See
revised
bomb and missile tables or
revised Rifts torpedoes
as appropriate for details.)
Mega-Damage: Varies with mini-missile or mini-torpedo types (See
revised
bomb and missile tables or
revised Rifts torpedoes
as appropriate for details.)
Rate of Fire: Equal to the total number of hand to hand attacks
per melee. The missiles can be fired one at a time, or in volleys of two,
four, or eight.
Payload: 16 total (8 each launcher)

Wing Hard Points (4): The T.W. Sea Dart can carry a variety
of ordnance on its hard points. The fighter has two hard points on each
wing for a total of four hard points. The hard points are slightly recessed
into the wings. Mini-Missile pods are very popular. Torpedoes are also
carried for use against submarines. Ordnance cannot be fired / dropped
while the “Whirlwind” field is active. There is no provision for jamming
pods or towed decoys. Towed Decoys would likely be destroyed by the whirlwind
anyway.

Bombs, Missiles, or Torpedoes: The only restriction is that
a hard point must carry all the same type of missiles or bombs. Both unguided
and guided bombs can be carried.
Maximum Effective Range: Varies by missile type for missile
and varies by altitude that bombs are dropped at (See revised
bomb and missile tables for details.) Torpedoes: 20 miles (32 km) for medium range
and 40 miles (64 km) for long range torpedoes.
Mega Damage: Varies by missile, torpedo
(See revised
bomb and missile tables for details) or by torpedo type (See revised Rifts torpedoes for details.)
Rate of Fire: Missiles and Torpedoes can be fired and bombs
can be dropped one at a time per hard point. Multiple hard points can be
linked as one attack but must be the same size (light, medium, or heavy)
and style of ordnance (all missiles or bombs in a volley.)
Payload: One Long Range Missile, Long Range Torpedo or Heavy
Bomb per Hard Point. Two Medium Range Missiles / Medium Range Torpedoes
/ Medium Bombs or four Short Range missiles / Light bombs can be substituted
for One Long Range Missile/Heavy Bomb.

Mini-Missile / Mini-Torpedo Pod: Large capacity mini-missile
pod. Launcher can use both mini-missiles and mini-torpedoes. The aircraft
normally carries missile pods for ground strafing, anti-troop, and anti-emplacement
attacks. Normal missile used are armor piercing, plasma, or fragmentation
mini-missiles.
Maximum Effective Range: Varies with missile or torpedo types,
mini-missiles or mini-torpedo only (See
revised
bomb and missile tables or
revised Rifts torpedoes
as appropriate for details.)
Mega-Damage: Varies with mini-missile or mini-torpedo types (See
revised
bomb and missile tables or
revised Rifts torpedoes
for details as appropriate for details.)
Rate of Fire: Each pod can fire missiles one at a time or in volleys
of two (2), four (4), eight (8), or sixteen (16) mini-missiles and can be linked with other mini-missile pods for greater
number of missiles (Counts as one attack no matter how many missiles in
volley.)
Payload: Each pod carries sixteen (16) mini-missiles.

Stormrider “Whirlwind”: The fighter is surrounded by series
of powerful shearing air currents. Due to this, the aircraft has partial
protection against both explosions and projectiles. Behind the fighter,
a very strong vortex is created which inflicts damage to anything that
is caught in the vortex. This field will destroy virtually any missile
caught in it and also normally knocks other aircraft off course. While
very dangerous to aircraft attacking from the rear, the pilot is at -4
to strike with the Vortex. Trying to turn the fighter to get a missile
caught in the vortex is a dodge maneuver and the pilot does not suffer
any penalties. The Vortex is also sometimes used as a carpet attack against
ground targets. The field can be activated by the pilot whenever needed.
Missiles and bombs cannot be used effectively while the field is active.
Maximum Effective Range: 10 foot (3.05 meter) field around fighter
and 300 foot (91.4 meter) long and 50 foot (15.2 meter) wide vortex field
behind the fighter.
Mega-Damage:Vortex Field Behind Fighter: 4D6+4 M.D.C.
(S.D.C. objects are destroyed) against anything caught in the vortex. Missiles
are normally destroyed but even if not are knocked out of control. Missiles
and Power Armors have an -80% penalty to their piloting rolls to keep from
being knocked out of control. Fighters and all relatively small aircraft
have a -50% penalty to their piloting rolls to keep from being knocked
out of control. Large aircraft have a -20% penalty to their piloting rolls
to keep from being knocked out of control. Even if the aircraft is not
knocked out of control, it will be knocked off course by 1D6x10 degrees
and only smart missiles can attempt to reacquire their target. Around
Fighter: None but partially protects aircraft from all directions from
both projectiles and explosives. Reduce damage from explosions by 50% and
damage from projectiles by 25%.
Rate of Fire: Can be activated at will
Payload: Effectively unlimited

Techno-Wizard Modifications: The Sea Dart has the following
techno-wizard modifications built into the aircraft. These require P.P.E.
or I.S.P. from the pilot.
Special Features:

Special Equipment:The fighter has all the standard features of a standard fighter (same
as standard robot minus loudspeaker and microphone) plus these special
features listed. The special equipment is a combination of both magic and
technology

Radar: Range 500 miles (805 km), can identify and track up to 96
targets simultaneously, It is also capable of Terrain Following for low
altitude flight. With Combat & Targeting Computer, the Sea Dart can
fire missiles at up to twenty four targets at the same time.

Internal Active Jamming Gear: Causes -25% to detection but when
it is active, other vehicles/ bases can detect that it is jamming, and
some missiles will home in on jamming signals. Jamming also causes a -4
penalty to all radar guided weapons.

Magical “See the Invisible” Optics: Same as spell and used at will. 2,000 feet (610
meters) range. Can see forces, objects, and creatures which can turn invisible,
or are invisible. Can also see vaporous beings and astral bodies.